










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.5.5
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Thalore | 
| Class | Shadowblade | 
| Level / Exp | 41 / 0% | 
| Size | medium | 
| Lifes / Deaths | Killed by mean looking elven guard at level 27 on the 1st Dusk 122nd year of Ascendancy at 02:43  / 1 | 
Primary Stats
| Strength | 12 (base 10) | 
| Dexterity | 36 (base 33) | 
| Constitution | 44 (base 43) | 
| Magic | 36 (base 36) | 
| Willpower | 14 (base 10) | 
| Cunning | 54 (base 51) | 
Resources
| Life | 996/996 | 
| Mana | 360/360 | 
| Stamina | 160/160 | 
| Healing Factor | 1.2383177570093 | 
| Regeneration | 7.6543166121589 | 
Speed
| Mental | +6.1332026724464% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | +6.1332026724464% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | -998 | 
| Infravision | 1 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
| Stealth | 59.969933580057 | 
Offense: Mainhand
| Damage | 58 | 
| Accuracy | 60 | 
| Crit Chance | 31% | 
| APR | 34 | 
| Speed | 0.94 | 
Offense: Offhand
| Damage | 40 | 
| Accuracy | 60 | 
| Crit Chance | 23% | 
| APR | 50 | 
| Speed | 0.94 | 
Offense: Spell
| Spellpower | 35 | 
| Crit Chance | 14% | 
| Speed | 0.94221221523509 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +4% | 
| Arcane | +4% | 
| Cold | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +17% | 
| Lightning | +8% | 
| Fire | +9% | 
| Acid | +9% | 
Defense: Base
| Armour (hardiness) | 5 (62.71954674221%) | 
| Defense | 47 | 
| Ranged Defense | 48 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 17 | 
| Mental Save | 31 | 
Defense: Resistances
| Nature | + 63%( 70%) | 
| Lightning | + 62%( 70%) | 
| Darkness | + 61%( 70%) | 
| Temporal | + 62%( 70%) | 
| Blight | + 70%( 70%) | 
| Cold | + 69%( 70%) | 
| Mind | + 64%( 70%) | 
| All | + 60%( 70%) | 
Defense: Immunities
| Silence Resistance | 5% | 
| Bleed Resistance | 10% | 
| Confusion Resistance | 29% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 13% | 
| Pinning Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Duelist | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Ambush | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Cunning / Lethality | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Generic Talents
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Combat training | 1.20 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 4/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Conveyance | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Stealth | 
| talent | Shadow Combat | 
| talent | Shadow Feed | 
| talent | Trained Reactions | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.9 and stamina regeneration by 1.9. Soothing Darkness | 
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance | 
| beneficial effect | You veil yourself in shadows and let them control you. While in the veil you become immune to status effects, and gain 43% all damage reduction. Each turn you blink to a nearby foe within range 7, hitting it for 225% darkness weapon damage. While this goes on you cannot be stopped unless you are killed, and you cannot control your character. Shadow Veil | 
| beneficial effect | Parrying melee and ranged attacks: Has a 57% chance to deflect up to 16 damage from the next 2.6 attack(s).  Parried attacks cannot crit. Parrying | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
Equipment
| On feet |  pair of rough leather boots 'Curespike' (3 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 nature Changes resistances: +5% lightning / +6% temporal Physical save: +18 (+8 eff.) A pair of boots made of leather.  | 
| Light source |  brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  mindcaging hardened leather cap of knowledge (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +11% mind Mental save: +13 (+6 eff.) Confusion immunity: +29% Mindpower: +3 (+2 eff.) A cap made of leather.  | 
| Tool |  Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers |  copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
| On fingers |  treant's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Changes resistances: +8% nature / +7% blight Poison immunity: +13% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
| Around neck |  Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
| In main hand |  stralite dagger 'Bealdir' (138% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances: +9% blight / +6% cold Changes resistances penetration: +9% acid / +9% fire / +8% lightning / +9% cold Silence immunity: +5% Pinning immunity: +20% Mindpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly.  | 
| On hands |  Cutharomidan (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances: +3% darkness / +3% cold Changes damage: +4% arcane Cut immunity: +10% Mental crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| In off hand |  Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
| Cloak |  enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
Inventory
 healing infusion of the titan (heal 138)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel battleaxe of shearing (136% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +25 Changes resistances penetration: +17% physical Changes damage: +14% physical Massive two-handed battleaxes.  | 
 Silubeth (112% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +3% mind Sharp, short and deadly.  | 
 iron dagger (102% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
 iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Sunstalker (129% power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 12 arcane Changes stats: +3 Wil Changes resistances: +21% fire Changes damage: +25% darkness / +12% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +38 (+14 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art.  | 
 corrosive hardened leather gloves of the verdant (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes resistances: +5% blight / +7% acid / +8% arcane / +9% darkness Changes damage: +5% acid Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +10 (+6 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 clarifying linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% fire Changes damage: +10% fire Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather.  | 
 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10 (Exploration mode)
			Got a character to level 10.By Dosrenh the Thalore Shadowblade level 10
75th Pyre 122nd year of Ascendancy at 04:30 see stats
			Level 20 (Exploration mode)
			Got a character to level 20.By Dosrenh the Thalore Shadowblade level 20
4th Mirth 122nd year of Ascendancy at 04:21 see stats
			Level 30 (Exploration mode)
			Got a character to level 30.By Dosrenh the Thalore Shadowblade level 30
1st Dusk 122nd year of Ascendancy at 12:37 see stats
			Level 40 (Exploration mode)
			Got a character to level 40.By Dosrenh the Thalore Shadowblade level 40
3rd Dusk 122nd year of Ascendancy at 05:43 see stats
			The secret city (Exploration mode)
			Discovered the truth about mages.By Dosrenh the Thalore Shadowblade level 21
8th Mirth 122nd year of Ascendancy at 16:55 see stats
Log
Talent Infusion: Healing is ready to use.
Talent Shadow Dance is ready to use.
Talent Shadow Veil is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dosrenh picks up (f.): Sunstalker (129% power, 5 apr, darkness element).
Mean looking elven guard briefly catches sight of you!
Ran for 18 turns (stop reason: hostile spotted to the north (mean looking elven guard)).
Dosrenh uses Shadow Dance.
You begin your Shadow Dance.
Dosrenh casts Shadow Veil.
Dosrenh is covered in a veil of shadows!
Mean looking elven guard notices you at the last moment!
Dosrenh performs a melee critical strike against Mean looking elven guard!
Dosrenh performs a melee critical strike against Mean looking elven guard!
Welcome to level 41 [Dosrenh].
Dosrenh has 9 stat point(s), 4 class talent point(s), 3 generic talent point(s) to spend. Press p to use them.
Dosrenh hits Mean looking elven guard for 267 darkness, 5 mind, 17 darkness, 31 acid, 197 darkness (517 total damage).
Mean looking elven guard hits Dosrenh for 4 lightning, 4 lightning (8 total damage).
Dosrenh killed Mean looking elven guard!
Fire imp briefly catches sight of you!
Fire imp casts Phase Door.
Dosrenh deactivates Shadow Feed.
Dosrenh deactivates Trained Reactions.
Dosrenh deactivates Shadow Combat.
Dosrenh deactivates Stealth.

























































































